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Reviews

The literature-review database. Every paper Bob has reviewed (he has read many more), with a short summary, key findings, and tags. Browse, filter, search.

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  • PunchPulse: A Physically Demanding Virtual Reality Boxing Game Designed with, for and by Blind and Low-Vision Players

    Sanchita S. Kamath, Omar Khan, Anurag Choudhary, Jan Meyerhoff-Liang, Soyoung Choi, JooYoung Seo · 2025 · ASSETS 2025: 27th International ACM SIGACCESS Conference on Computers and Accessibility

    This paper presents PunchPulse, an open-source VR boxing exergame designed through a seven-month participatory co-design process with blind and low-vision (BLV) individuals to promote sustained moderate-to-vigorous physical activity (MVPA). BLV people experience significantly…

    blind and low vision · virtual reality · exergames · physical activity · co-design

  • Speed-of-Light VR for Blind People: Conveying the Location of Arm-Reach Targets

    Diogo Lança, Manuel Piçarra, Inês Gonçalves, Uran Oh, André Rodrigues, João Guerreiro · 2024 · Proceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2024)

    This paper explores how blind people can locate and interact with close-range virtual objects in Virtual Reality (VR), a space that relies almost entirely on visual cues. Researchers from the University of Lisbon and Ewha Womans University adapted the arcade game Speed-of-Light…

    virtual reality · visual impairments · blindness · nonvisual feedback · sonification

  • Reimagining Machine Learning's Role in Assistive Technology by Co-Designing Exergames with Children Using a Participatory Machine Learning Design Probe

    Jared Duval, Laia Turmo Vidal, Elena Márquez Segura, Yinchu Li, Annika Waern · 2023 · Proceedings of the 25th International ACM SIGACCESS Conference on Computers and Accessibility (ASSETS 2023)

    This paper fundamentally reframes the role of machine learning in assistive technology, arguing that ML models do not need to be accurate to be valuable — they can serve as sources of play and motivation rather than diagnostic tools. The researchers developed Cirkus, a…

    machine learning · participatory design · exergames · children · sensory processing

  • Critical Reflections on Technology to Support Physical Activity among Older Adults: An Exploration of Leading HCI Venues

    Kathrin Gerling, Mo Ray, Vero Vanden Abeele, Adam B. Evans · 2020 · ACM Transactions on Accessible Computing

    This critical review examines how "active ageing" policy discourse has influenced HCI research on technology supporting physical activity for older adults. Through a structured search of leading HCI venues (1997-2017), the authors identified 22 papers representing 18 unique…

    older adults · aging · physical activity · active ageing · exergames

  • Balance Assessment in Fall-Prevention Exergames

    Carlos Miguel Dias de Brito, João Tiago Pinheiro Neto Jacob, Rui Nóbrega, António Manuel Nogueira Santos · 2015 · ASSETS '15: Proceedings of the 17th International ACM SIGACCESS Conference on Computers & Accessibility

    This paper presents two exergames designed to motivate elderly adults to perform fall-prevention exercises while simultaneously collecting balance assessment data using the Nintendo Wii Balance Board (WBB). Falls are a major health concern for older adults, and while exercise is…

    exergames · fall prevention · older adults · balance assessment · Wii Balance Board

  • ARMStrokes: A Mobile App for Everyday Stroke Rehabilitation

    Jin Guo, Ted Smith, David Messing, Ziying Tang, Sonia Lawson, Jinjuan Heidi Feng · 2015 · ASSETS '15: Proceedings of the 17th International ACM SIGACCESS Conference on Computers & Accessibility

    This paper presents ARMStrokes, an iPhone application that enables stroke survivors to perform upper extremity rehabilitation exercises anywhere and anytime using only built-in smartphone sensors. Stroke affects over 795,000 Americans annually and often causes long-term…

    stroke rehabilitation · mobile health · exergames · upper extremity · motor impairment

  • Exploring the Opportunities and Challenges with Exercise Technologies for People who are Blind or Low-Vision

    Kyle Rector, Lauren Milne, Richard E. Ladner, Batya Friedman, Julie A. Kientz · 2015 · ASSETS '15: Proceedings of the 17th International ACM SIGACCESS Conference on Computers & Accessibility

    This paper employs Value Sensitive Design (VSD) to explore opportunities and challenges for exercise technologies designed for people who are blind or low-vision. People with visual impairments are more likely to be obese, maintain inadequate fitness levels, and exercise less…

    blindness · low vision · exercise · exergames · Value Sensitive Design

7 results.